using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Sprites;
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public class TextImage : TextEx
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{
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[SerializeField] Sprite m_Sprite;
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public Sprite sprite {
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get { return m_Sprite; }
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set {
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m_Sprite = value;
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SetVerticesDirty();
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}
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}
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protected override void Awake()
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{
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base.Awake();
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base.font = FontUtility.preferred;
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// base.material = MaterialUtility.hudMaterial;
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if (sprite != null)
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{
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base.material.SetTexture("_Tex2", sprite.texture);
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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if (sprite != null)
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{
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vh.Clear();
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}
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base.OnPopulateMesh(vh);
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if (sprite != null)
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{
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var size = new Vector2(rectTransform.rect.width, rectTransform.rect.height);
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var positions = new Vector3[4];
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var uvs = new Vector2[4];
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var uv = sprite != null ? DataUtility.GetOuterUV(sprite) : Vector4.zero;
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var width = rectTransform.rect.width;
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var height = rectTransform.rect.height;
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var uvCenterX = (uv.x + uv.z) * 0.5f;
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var uvCenterY = (uv.y + uv.w) * 0.5f;
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var uvScaleX = (uv.z - uv.x) / width;
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var uvScaleY = (uv.w - uv.y) / height;
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var position = positions[0] = new Vector2(-size.x * 0.5f, -size.y * 0.5f);
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uvs[0] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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position = positions[1] = new Vector2(size.x * 0.5f, -size.y * 0.5f);
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uvs[1] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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position = positions[2] = new Vector2(size.x * 0.5f, size.y * 0.5f);
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uvs[2] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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position = positions[3] = new Vector2(-size.x * 0.5f, size.y * 0.5f);
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uvs[3] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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for (var i = 0; i < 4; i++)
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{
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vh.AddVert(positions[i], color, uvs[i], uvs[i], new Vector3(1, 0, -1), new Vector4(1, 0, 0, -1));
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}
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vh.AddTriangle(0, 1, 2);
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vh.AddTriangle(2, 3, 0);
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}
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}
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}
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